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CAUTIOUS BOLD

MOVE OR REST MOVE OR REST


Foot Travel: Travel to an Recover: Make a MRL Test Foot Travel: Travel to an Recover: Make a MRL Test
adjacent space to recover Wounds 󰀄 & then adjacent space to recover Wounds 󰀄 & then
remove Status Conditions remove Status Conditions
OR
THEN THEN
Force March: Travel
Improve: Spend XP 󰀰 to quickly across a Road or an Explore: Pass a PER Test to
learn a Skill or Mastery Explored 󰀦 Path & pass a place an Explored 󰀦 counter
CON test or become Fatigued in your space

OR AND/OR
While you are Cautious 󰀓, you may use Stealth Improve: Spend XP 󰀰 to
to evade monsters. Lake Port Travel: Travel
from a Lake Port 󰀈 to learn a Skill or Mastery
Each adventurer in the party may attempt a PER Test. If another Lake Port 󰀈 AND/OR
every member of the party passes, increase the effective
value of your Danger Card by 1 during this step. OR 󰀕 Invest: Pay 20 GP 󰀆 to
increase the Town Level (also
River Port Travel: Travel reduce the Bounty Level if
from a River Port 󰀃 to an you Invest in a Lowlands
adjacent Port downriver for Settlement 󰀕)
2 GP 󰀆 per adventurer
AND/OR
OR
󰀗 Trade: Buy & sell Items
Void Travel: Travel from a (draw cards from the Loot
Voidgate 󰁂 to the Maze, or deck equal to the Town Level
vice versa in your space)

While you are Bold 󰀅, you may attempt to Hunt


for monsters that would otherwise avoid you.
Each adventurer in the party may attempt a PER Test. Each
adventurer in the party must declare whether they will
attempt this Test before anyone rolls. If more adventurers
pass than fail, you may reduce the effective value of your
Danger Card by 1 (to a minimum of 1) during this step.

GUARD ASSAULT
DEFENSE ROLL vs. AGI + DEFENSE ROLL vs. AGI

PASS Reduce the damage from each monster


targeting you by your single highest
PASS Reduce the damage from each monster
targeting you by your single highest
Defense die or Power die. Defense die.

FAIL Use each Power die you rolled to reduce


damage from a monster targeting you.
FAIL Take full damage from each monster
targeting you.
(Assign each die to a different monster.)

ATTACK ROLL vs. attack attribute ATTACK ROLL vs. attack attribute +

PASS Inflict damage on the target equal to your


highest single Attack die.
PASS Inflict damage on the target equal to your
highest single Attack die or Power die.

FAIL You miss! No effect.


FAIL You miss! No effect.

UNARMED STRIKE ESCAPE UNARMED STRIKE


ATTACK: AGI (MELEE) or COMBAT ACTION: Make an ATTACK: AGI (MELEE) or
STR (MELEE) AGI Test. If you pass, you STR (MELEE)
If you hit with this attack, succeed in fleeing the fight If you hit with this attack,
inflict damage on your target (after attacks against you are inflict damage on your target
equal to your lowest single resolved). If you fail, you equal to your lowest single
Attack die. remain in the fight but may Attack die.
attempt to Escape again on
While using this attack, your your following turn. If you While using this attack, your
Power dice are halved (D3). are not being targeted or if all Power dice are halved (D3).
monsters targeting you are You may use a (halved) Power
Dazed or have an ATT of 0 or die for damage, if it is higher
less, you may Escape without than your lowest Attack die.
making an AGI Test (see
Escape, Rules pg. 25).

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